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101 lines
4.4 KiB
GLSL
101 lines
4.4 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2020 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#version __CONTEXT__
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#include "PowerScaling/powerScalingMath.hglsl"
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layout (location = 0) in vec4 vertex_data; // 1: x, 2: y, 3: z, 4: timeOffset,
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layout (location = 1) in vec2 orbit_data; // 1: epoch, 2: period
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uniform dmat4 modelViewTransform;
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uniform mat4 projectionTransform;
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//uniform float lineFade;
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uniform double inGameTime;
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out vec4 viewSpacePosition;
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out float vs_position_w;
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out float periodFraction_f;
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out float offsetPeriods;
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out float vertexID_f;
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// debugers :
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// out float offset;
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// out float epoch;
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// out float period;
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// out double tajm;
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void main() {
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// tajm = inGameTime;
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/** The way the position and line fade is calculated is:
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* By using inGameTime, epoch and period of this orbit,
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* we get how many revolutions it has done since epoch.
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* The fract of that, is how far into a revolution it has traveld since epoch.
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* Similarly we do the same but for this vertex, but calculating offsetPeriods.
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* In the fragment shader the difference between
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* periodFraction_f and offsetPeriods is calculated to know how much to fade
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* that specific fragment.
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*/
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// If orbit_data is doubles, cast to float first
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float offset = vertex_data.w;
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double epoch = orbit_data.x;
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double period = orbit_data.y;
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// calculate nr of periods, get fractional part to know where
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// the vertex closest to the debris part is right now
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double nrOfRevolutions = (inGameTime - epoch) / period;
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//double periodFraction = fract(nrOfRevolutions); //mod(nrOfRevolutions, 1.0);
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int intfrac = int(nrOfRevolutions);
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double doublefrac = double(intfrac);
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double periodFraction = nrOfRevolutions - doublefrac;
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if (periodFraction < 0.0) {
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periodFraction += 1.0;
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}
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periodFraction_f = float(periodFraction);
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// same procedure for the current vertex
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float period_f = float(period);
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offsetPeriods = offset / period_f;
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// offsetPeriods can also be calculated by passing the vertexID as a float
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// to the fragment shader and deviding it by nrOfSegments.
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vertexID_f = float(gl_VertexID);
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dvec3 positions = dvec3(vertex_data.x, vertex_data.y, vertex_data.z);
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dvec4 vertexPosition = dvec4(positions, 1);
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viewSpacePosition = vec4(modelViewTransform * vertexPosition);
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vec4 vs_position = z_normalization( projectionTransform * viewSpacePosition);
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gl_Position = vs_position;
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vs_position_w = vs_position.w;
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}
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